MaaS Studio Toolchain FAQ

In this section we'll review the most frequently asked questions from users of MaaS Studio Toolchain. 


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What is the MaaS Studio Toolchain?

MaaS Studio Toolchain (or simply “Toolchain”) is a plugin for Unreal Engine, allowing for creation of custom environments that is compatible to import and configure within the MaaS Studio application.


What are the user competency requirements for Toolchain?

The users of the Toolchain plugin are expected to be proficient or have working knowledge in Unreal Engine. This encompasses knowledge of Unreal editor interface, materials, sublevels, blueprints, lighting, GPU load, and deployment.


What are the prerequisites of Toolchain?

The Toolchain plugin requires the following applications to be installed:

  • Visual Studio

  • Epic Games

  • Unreal Engine

Specific versions and specific download components for Visual Studio will be specified in a separate guide.


Is the Toolchain plugin compatible with Unreal Engine 4 and Unreal Engine 5?

Yes! Toolchain is compatible with both UE4 and UE5 provided you have the correct matching version of the plugin.


How do I add the Toolchain plugin to Unreal Engine?

After installing all prerequisites and obtaining the Toolchain plugin file from Touchcast, go to your Unreal Engine folder location and place the Toolchain files in the Plugins folder for UE4 and Plugins\Marketplace folder for UE5.

In the project, make sure to enable the Toolchain Plugin by going to Edit > Plugins.

Then in the Content Browser, enable “Show Engine Content” and “Show Plugin Content”.


Can I use C++ code in Toolchain?

No. C++ is not supported in Toolchain.


I am encountering build issues! What can I do?

You may try the following options:

  • Verify all installation and project setup steps

  • Verify if your antivirus is not interfering with Unreal Engine’s processes

  • Verify which level your Toolchain components are added to

  • Verify if your Toolchain sublevel’s Streaming Method is set to Blueprint

  • Run “Validate Venue” to check for common user venue errors before or during building

  • Clean and Rebuild your Visual Studio project files

  • Check for other possible Unreal Engine errors or programming issues that are not related to Toolchain

If you have tried all options but are still experiencing issues, you may reach out to your Touchcast enablement or support representative for further assistance.


How do I import my custom environment into the MaaS Studio application?

From the Unreal editor, select the Build Venue button and once the operation is successful, it will produce a TCUP file of the environment.

Launch the MaaS Studio application, navigate to Local Environments > Import Local Environment. Select the TCUP file and your custom environment will be imported.


What is a .TCUP file?

.TCUP (Touchcast Unreal Project) is the file format of environments recognized by the MaaS Studio application. TCUP files contains information about the 3D environment itself.

My custom environment runs slow on MaaS Studio! What can I do?

The usual culprit of bad performance or a low Frame-Per-Second (FPS) output from a custom environment is poor optimization. For better performance, aim for or use 3D assets that have optimized tris or poly count. Avoid using high poly assets, especially if they are mostly offscreen or not a point of focus in your environment.


Can I share my custom environment with others?

Yes! After creating a project with your custom environment, you can share it within the MaaS Studio application publicly to all users, or to the members of your same organization only. You can also keep your project private so only you have visibility to it.


Who do I contact for support or further questions about the MaaS Studio application and the Toolchain feature?

Our dedicated support team is available to assist you with any questions or issues. Contact us through our support website at , or email for direct assistance.